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Haven: Titan Command» Forums » General

Subject: When will there be a relaunch rss

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Dieter van Loon
Belgium
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Game looked promising and it's a shame it didn't generate the buzz it deserved.
Any news yet regarding a kickstarter relaunch?
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Jared Kelsey
United States
Selma
Texas
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Ditto. I am wondering the same thing.
 
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Phil Edkins
United Kingdom
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Hi guys!

Firstly apologies for not being in touch sooner. We can confirm however that we will be looking at a relaunch for late 2018. We very recently posted this in our facebook group which hopefully answers any questions:

We appreciate it’s been a long while since we’ve updated you all on progress so far, so we want to just focus on the things we’ve been working on in the background, and why you might not have heard from us in a while.

2017 was a busy year! We saw in some house moving, marriages, professional exams and the UKGE, which was awesome! We also began work on our latest game - Treasure Temple, a treasure-grabbing, back-stabbing adventure card game.

After the Kickstarter launch of Haven: Titan Command back in 2016 failed to meet it’s funding target, we received a lot of positive and constructive negative feedback from our fans. We gratefully took on board these comments and realised there was some room for improvement.

We also realised that due to the niche and artwork intensive nature of Haven, we didn’t want to ‘undersell’ it by lacking a solid fan base before relaunching the follow up campaign. We therefore resolved to design and produce another game we’ve had in mind - Treasure Temple, which would allow us to build an audience due to the games potential for mainstream appeal.

For those who have not yet heard of Treasure Temple, it’s a 2-6 player’take-that’ style adventure card game where players take on the role of explorers playing tug-of-war over treasure hidden within the titular temple. We’ve produced all of the games graphic design, and we’ve received about half of the required artwork back from our two main artists so things are moving quite fast.

We also managed to bring the game to table at the UKGE where we played over 40 games with a range of different event goers, and the resulting feedback was extremely positive (If you want to see any of the pictures from the 2017 UKGE, please check the album on our fb page). Due to its advanced state, we are now looking to launch our Kickstarter campaign for TT on or around May 2018, so please stay tuned!

We’ve also been working away behind the scenes on our first love - Haven: Titan Command. We want to share with you all just a few of the fundamental changes we are bringing to effect for a projected late 2018 Kickstarter campaign release!

Streamlined game play - We wanted to reduce the downtime brought about by the old Round>Phase>Turn system. The game now asks that players ready their Titan and launch straight into combat; which now contains all of the navigation, supply and arming features as actions during the battle. This leads to a much more dynamic and faster game play experience.

Increased immersion - We really wanted players to feel as though they were actually in command of their Titan. The number of tokens in the old system was excessive, and as a result we’ve streamlined the way in which players track damage and fuel, and monitor and manage their card pool. We are introducing Titan consoles which players arm cards onto straight out of the box, and using a host of different token types (plastic fuel cubes, dominance counters etc.) to really bring the game to life.

Complete new action system - The old combat system / mechanic of the game worked, but we thought long and hard into how we could improve the system to increase dynamism and reduce downtime. In short, more actions. As a result, players are now capable of many more abilities on their turn, providing you with a multitude of ways to bring down your foes!

Exert your factions dominance! - We wanted player interaction with their environment to feature more heavily in the game, and as a result we’ve revamped the navigation system to include the Faction Dominance action. Players now compete over territories on location cards to gain additional benefits during combat, and also offer a potential alternative win condition for those pilots who are hell bent on territory acquisition!

Fault cards - When your Titan gets hit hard, you’ll know about it. We’ve now included a system that reflects the magnitude of damage you’ve dealt to your opponent. When you hit them for 10 damage from your Gunrex Viscerator, and they’ve failed to defend it, your unlucky opponent will also have to pick up and bring into effect a fault card. Fault cards provide Titan’s with ongoing mechanical problems as a result of certain damage taken, so you’ll be mindful not to pick too many of these up during the battle!

Of course there’s much more to come! Most importantly we just wanted to let you all know we are hard at work to make sure the next iteration of Haven: Titan Command is the very best it can possibly be. For those of you who’ve waited so patiently, you deserve at least this much! We look forward to bringing Treasure Temple to KS in May, we hope you get chance to check it out!

Thanks for taking the time to read this!

With gratitude,

Phil, Danny and James - Games Knight
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